Example #1
0
    private void destroyRoom()
    {
        Vector2 size = GetComponent <Collider2D>().bounds.extents;

        fog.GetComponent <SpriteRenderer>().enabled = true;
        isDestoyed = true;
    }
Example #2
0
    public static void Load(string id, Type type, int cell)
    {
        Sprite sprite = Resources.Load <Sprite>("Sprites/Tokens/Fog/" + id);

        if (sprite == null)
        {
            Debug.Log("Error creating the Fog Token");
        }

        GameObject fog         = GameObject.Instantiate((GameObject)Resources.Load("Prefabs/Tokens/Fog")) as GameObject;
        GameObject secretToken = fog.transform.Find("Token").gameObject;

        secretToken.GetComponent <SpriteRenderer>().sprite = sprite;

        Fog fogToken = (Fog)fog.AddComponent(type);

        fogToken.TokenName = sprite.name + "Fog";
        tokens.Add(fogToken);
        fogToken.Cell = Cell.FromId(cell);
        SpriteRenderer sr = fogToken.GetComponent <SpriteRenderer>();

        if (sr != null)
        {
            sr.sortingOrder = 2;
        }
    }
Example #3
0
    public static void Init(string id, int qty, Type type)
    {
        Sprite sprite = Resources.Load <Sprite>("Sprites/Tokens/Fog/" + id);

        if (sprite == null)
        {
            Debug.Log("Error creating the Fog Token");
        }

        for (int i = 0; i < qty; i++)
        {
            GameObject fog         = GameObject.Instantiate((GameObject)Resources.Load("Prefabs/Tokens/Fog")) as GameObject;
            GameObject secretToken = fog.transform.Find("Token").gameObject;
            secretToken.GetComponent <SpriteRenderer>().sprite = sprite;

            Fog fogToken = (Fog)fog.AddComponent(type);
            fogToken.TokenName = sprite.name + "Fog";
            fogToken.Cell      = Cell.FromId(Fog.shuffledCellsID[Fog.tokens.Count % Fog.shuffledCellsID.Length]);
            SpriteRenderer sr = fogToken.GetComponent <SpriteRenderer>();
            if (sr != null)
            {
                sr.sortingOrder = 2;
            }
            tokens.Add(fogToken);
        }
    }
Example #4
0
 private void Awake()
 {
     fog = GetComponentInChildren <Fog>();
     fog.GetComponent <SpriteRenderer>().enabled = false;
     home             = GetComponentInParent <HomeController>();
     renderer         = GetComponentInChildren <SpriteRenderer>();
     renderer.enabled = false;
 }
Example #5
0
    //check each player entity in entitystorage to determine their vision range and remove the fog for that range
    public void EntityCurrPlayerVision()
    {
        if (playerManager.currPlayer != string.Empty)
        {
            char playerChar = playerManager.currPlayer[0];
            //Debug.Log(entityStorage.PlayerEntityList(playerChar)[0].name.Substring(2));
            foreach (GameObject playerEntity in entityStorage.PlayerEntityList(playerChar))
            {
                int    visionDistance = entityStats.GetCurrVision(playerEntity);
                int    index          = entityStats.GetCellIndex(playerEntity);
                string height         = hexGrid.GetTerrain(index);

                Dictionary <int, int> vision = PlayerVisionHelper(index, visionDistance, height);
                foreach (var tile in vision)
                {
                    hexGrid.SetFog(tile.Key, false);
                    Fog fog = fogs[tile.Key];
                    fog.GetComponent <Renderer>().enabled = false;
                }
            }
            foreach (GameObject buildingEntity in buildingStorage.PlayerBuildingList(playerChar))
            {
                int    visionDistance = buildingStats.GetCurrVision(buildingEntity);
                int    index          = buildingStats.GetCellIndex(buildingEntity);
                string height         = hexGrid.GetTerrain(index);

                Dictionary <int, int> vision = PlayerVisionHelper(index, visionDistance, height);
                foreach (var tile in vision)
                {
                    if (tile.Value >= -2)
                    {
                        hexGrid.SetFog(tile.Key, false);
                        Fog fog = fogs[tile.Key];
                        fog.GetComponent <Renderer>().enabled = false;
                    }
                }
            }
        }
    }